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Forgive me if I'm stressing this too much, but I believe that one of the primary goals of this project should be to encourage and facilitate a community by creating a game that is easy to create/mod content, easy to upload and download player created content (so you can share with your friends) and perhaps even has some sort of central repository where players can browse, submit, download, and rank the player created content.

With that in mind, what are some types of games that lend themselves well to a community like that?

With TD games you could have player made maps, perhaps even customized campaigns and challenges (e.g. "survive 50 waves with only 5,000 resources," or "Only use gatling gun turret," etc.)

It could be a relatively simple platformer game (Super Mario Bros.w or Within a Deep Forestw) with a level editor. Again, you could have players created individual levels, entire customized campaigns (a series of levels) or challenge courses.

It could be more of an adventure style game (like the old-school Zelda games) with customizable world maps and dungeons. We could (eventually) have a huge DC world where everyone gets to contribute a section of it and a dungeon or two. That would be fun, but probably pretty large in scope.

Could have a Worms-alike, but I don't think there's a whole lot of player-created goodness involved. You could make your own stages, but personally I don't see much value in human made stages over ones that are randomly generated.

It could be a (Mode 7w style) racing game (e.g. Super Mario Kartw) with customizable tracks and circuits, perhaps even customizable battle arenas as well.

As I mentioned before, it could be some sort of sim where you can build a city or whatever and share or visit other player's creations.

Arcade-style games (Pac-Man, Bomberman, Mario Bros.w) with customizable arenas. Though these arenas would run out of variety pretty quick, it seems.

Well, that's about all I can think of for now. . . (and most of that didn't even touch on multiplayer).

But anyway, the point is, in order to facilitate a community around the game and project, we'd have to make sure there were easy to use, intuitive tools to create the content with. That means we'd either have to create such tools ourselves or find them already made. The good news is that having such tools will make it easier for us to create the "main" content for the game as well.

Also, once we have an idea what kind of game we want to make, then we can start focusing on what engine to use, as then we will be able to select the one that fits our requirements the best.

I think the main point to keep in mind is exactly what mouser said: User generated.

For that, the key, crucial factor would be the level editor (or whatever it gets called) and just how easy it is to use. While many games have editors, they are often MAJOR undertakings to create new levels or maps. You have to set aside a few days to get one done.

That's a real barrier. To gain a quick user-base, and get more UGC, the game would need to be simple enough to allow a very quick and easy level editor that lets you create new levels in minutes, not days. Some AI in there could help by auto-generating content.

e.g. For a TD game, an editor could let you create the path(s) then take care of creating the monster levels automatically and fill in the terrain automatically. Further editing could let you tweak the monster levels and terrain, but getting the basic stuff done would make it faster, easier and more fun.

I'm with idea of .NET based game (non-xna for crossplatform touch) because that way we can add multiple languages and can even port it to other OS. Let's first decide - type of game then plot and then tools. hussh!

Although it seems completely logical to say we should first pick a type of game, then choose the right tools for the job, I'm not sure that will work.

I think what we have here is a case where:

It's find to brainstorm multiple potential games that could be created.

To actually get a game coded, its going to require a single coder to step up and say "I like idea X and will lead this project" and "It will be coded in language P since that is the language I'll be doing most of the coding in"

So in other words, the primary driving factor here is having a program champion an idea+language, and take charge of getting it done, with help from the rest of us. And there is no reason there just has to be one game idea that goes forward. The key is finding and inspiring the lead programmers for the games though!

Although it seems completely logical to say we should first pick a type of game, then choose the right tools for the job, I'm not sure that will work.

I think what we have here is a case where:

It's find to brainstorm multiple potential games that could be created.

To actually get a game coded, its going to require a single coder to step up and say "I like idea X and will lead this project" and "It will be coded in language P since that is the language I'll be doing most of the coding in"

So in other words, the primary driving factor here is having a program champion an idea+language, and take charge of getting it done, with help from the rest of us. And there is no reason there just has to be one game idea that goes forward. The key is finding and inspiring the lead programmers for the games though!

That's likely key.

With a volunteer group, it's unlikely that people would be willing to learn a new language/platform.

I would be willing to contribute, but I can't be the lead or main.

I suppose defining roles and what people can contribute would be a start to find out what's out there.

e.g.

ProgrammingGraphicsStory boardingMechanics/algorithmsetc.

Then what level of commitment,

e.g.

Lead/mainSupporting roleOccasional help when requested

Leads should make the main decisions.

Another thought...

If we find out what skills people have, then it might be easier for people to say what role they could fill in. For example, if there are a lot of guys with Fortran game programming experience, then one of them might be willing to step up and say they would lead if the others could support. Conversely, with 1 guy volunteering to do the game in Haskel or Erlang, it might not be a good idea (I doubt many people here are well versed in Haskel game programming...)

Things are much clear now, so why not start with skills set ? I can do a bit python coding, story boarding (and little character graphics). In short i can help with test things, supportive coding and graphics.

I could contribute small amounts, and also have "pencil drawn" graphics done at any time. My wife is a professional tattoo artist so can draw pretty much anything you guys need. I could vector them then convert them to 3d animations but i'm not too good at that (they will probably end up looking horrible and ill do the original drawing no justice) so it might be better for someone with more experience in that area to do that instead haha.

I could also help with any writing thats required. Story lines, quests etc...

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"Think left and think right and think low and think high. Oh, the things you can think up if only you try!" - Dr. Seuss

However, there are so many varieties of Soju Flower that identifying them is simply a monumental task. One is better off just giving a rough guess at its genus and phlegm.

Do you mean phylum?

Hahahah~!

Nope! I do mean phlegm.

One of the original purposes of "renegademinds.com" waaaayyy back was to publish pictures of Soju Flowers... i.e. Vomit on the street left from the previous nights drunks. I removed them though and simply alluded to them there. They were pretty graphic. One included pictures of pigeons eating puke.

However, there are so many varieties of Soju Flower that identifying them is simply a monumental task. One is better off just giving a rough guess at its genus and phlegm.

Do you mean phylum?

Hahahah~!

Nope! I do mean phlegm.

One of the original purposes of "renegademinds.com" waaaayyy back was to publish pictures of Soju Flowers... i.e. Vomit on the street left from the previous nights drunks. I removed them though and simply alluded to them there. They were pretty graphic. One included pictures of pigeons eating puke.

I just wish this takes off... Currently we're stuck at who's going to lead or how to distribute the load, game type etc. But i don't know.... if i get too angry with thinking deep on this then chances are there that i'll throw some crappy mockup game plan that i have in mind.

I'm not good at visualizing games like 'logic machines' but i do think games like 'prof layton' will be fun if we add some graphic elements (code and the gang).

Wouldn't it be possible to do both? Journey through the dungeon labyrinth solving puzzles to get to the next room/passageway/level?

Yeah, I like it.

How about a concept sort of like in the Wies & Hickman "Deathgate Cycle"? You're in the labryinth and have to fight your way, level by level, to escape? Of course, we could give it either a whimsical or sinister theme, or anywhere in between.

What about a 2d platformer puzzle game that is sort of like the "incredible machine", except it works like this:

On each level Cody the bird starts out somewhere, and on the level is one (or more?) gold coins he has to collect, as well as an exit.

Cody is not under your control.. he has behaviors that are governed by what he encounters and sees.

Your job is to place things on the level that will help him get to his coin and then exit.

His basic behavior will be as follows:

If he can see a coin, he will try to head directly for it.

If he has a coin and sees an exit, he will head for the exit.

A level may be filled with many obstacles and dangers for Cody.. Your job will be to manipulate the level and objects in it so that he has a SAFE route to coin and then exit. This may involve setting breadcrumbs for him, or figuring out ways to indirectly guide him from making bad decisions.

I think it sounds fun.. BUT it also sounds nearly impossible to design..